top of page

Q: When did you start working on N.O.N.E.?

NONE’s an idea that’s been in concept for a very long time, but we’ve only started seriously investing time and development effort for the past few weeks.  It’s a huge concept with a lot of technical hurdles, so it had always been something we looked at as something we would make ‘someday’.

 

Q: What made you start working on N.O.N.E.?

OUYA’s free the games fund was something that we took as a sign to start developing our ‘big idea’ game rather than focusing on smaller, less ambitious projects.  Outside support is something that we absolutely need to make NONE happen, and free the games hopefully delivers that support.

 

Q: Do you have any idol Game Devs?

Basically all of my idols are game devs.  Tim Schaeffer, Edmund McMillen, Terry Cavanaugh, The folks at Vlambeer….  They all make games that are tons of fun, but also do something unique and interesting.  Something about their games just feels special.

 

Q: What brought you into the gaming industry?

I’ve loved video games basically my whole life; I still remember the first game I ever played (Link to the Past, obviously the best Zelda).  What brought me into the industry was dumb luck.  I’m currently studying computer science in school and I saw an ad for a game development internship on the campus listserv.  I jumped on it, and a year later I can’t imagine doing anything else.

 

Q: Have you worked on any other projects in the past?

I’ve worked on our first two games, Atomic Robo: Violent Science and Codename Birdgame.

 

Q: Do you plan on making more games after N.O.N.E.?

I never plan to stop.

 

Q: What platforms will N.O.N.E. be released on?

NONE will be released on OUYA, android, iOS, Windows 8, and any other platform that will have us.

 

Q: How many people are working at your studio?

We bring in extra people as needed, but there are only about 6 of us working regularly.

 

Q: Are you on anything other than Kickstarter?

We’re not currently on IndieGoGo or any other crowdfunding platforms, just the Kickstarter.

 

Q: What has it been like working on N.O.N.E.?

NONE is a young project, and it’s difficult to say so early on.  We have a great studio atmosphere and our small size means there’s a lot of back and forth between the development and artistic fronts.  Game development is all about balancing your artistic vision with what is technically reasonable.  The fact that we all sit in the same room means we can make big design changes on the fly, which I think is essential for good game design.  It’s nearly impossible to figure out if a game will be fun until you have something playable.  You might have to make some foundational changes to your game mechanics really late in the development process, and you don’t want to have to wait for some executive’s permission.

 

Q: Where can readers and fans follow you or like you?

We’re @SecondFiction and @NONEonOUYA on twitter, facebook.com/secondfiction on facebook, or secondfiction.com on the web.

Second Fiction nicely answered our questions for them!

bottom of page